﻿using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;

public class SearchComponentsWindow : EditorWindow
{
    [MenuItem("[FutureCore]/Check/搜索组件窗口", false, 5)]
    private static void Init()
    {
        SearchComponentsWindow window = (SearchComponentsWindow)GetWindow(typeof(SearchComponentsWindow));
        window.Show();
        window.position = new Rect(20, 80, 550, 500);
    }

    private string[] modes = new string[] { "Search for component usage", "Search for missing components" };
    private string[] checkType = new string[] { "Check single component", "Check all components" };

    private List<string> listResult;
    private List<ComponentNames> prefabComponents, notUsedComponents, addedComponents, existingComponents, sceneComponents;
    private int editorMode, selectedCheckType;
    private bool recursionVal;
    private MonoScript targetComponent;
    private string componentName = "";

    private bool showPrefabs, showAdded, showScene, showUnused = true;
    private Vector2 scroll, scroll1, scroll2, scroll3, scroll4;

    private class ComponentNames
    {
        public string componentName;
        public string namespaceName;
        public string assetPath;
        public List<string> usageSource;

        public ComponentNames(string comp, string space, string path)
        {
            this.componentName = comp;
            this.namespaceName = space;
            this.assetPath = path;
            this.usageSource = new List<string>();
        }

        public override bool Equals(object obj)
        {
            return ((ComponentNames)obj).componentName == componentName && ((ComponentNames)obj).namespaceName == namespaceName;
        }

        public override int GetHashCode()
        {
            return componentName.GetHashCode() + namespaceName.GetHashCode();
        }
    }

    private void OnGUI()
    {
        GUILayout.Label(position + "");
        GUILayout.Space(3);
        int oldValue = GUI.skin.window.padding.bottom;
        GUI.skin.window.padding.bottom = -20;
        Rect windowRect = GUILayoutUtility.GetRect(1, 17);
        windowRect.x += 4;
        windowRect.width -= 7;
        editorMode = GUI.SelectionGrid(windowRect, editorMode, modes, 2, "Window");
        GUI.skin.window.padding.bottom = oldValue;

        switch (editorMode)
        {
            case 0:
                selectedCheckType = GUILayout.SelectionGrid(selectedCheckType, checkType, 2, "Toggle");
                recursionVal = GUILayout.Toggle(recursionVal, "Search all dependencies");
                GUI.enabled = selectedCheckType == 0;
                targetComponent = (MonoScript)EditorGUILayout.ObjectField(targetComponent, typeof(MonoScript), false);
                GUI.enabled = true;

                if (GUILayout.Button("Check component usage"))
                {
                    AssetDatabase.SaveAssets();
                    switch (selectedCheckType)
                    {
                        case 0:
                            componentName = targetComponent.name;
                            string targetPath = AssetDatabase.GetAssetPath(targetComponent);
                            string[] allPrefabs = GetAllPrefabs();
                            listResult = new List<string>();
                            foreach (string prefab in allPrefabs)
                            {
                                string[] single = new string[] { prefab };
                                string[] dependencies = AssetDatabase.GetDependencies(single, recursionVal);
                                foreach (string dependedAsset in dependencies)
                                {
                                    if (dependedAsset == targetPath)
                                    {
                                        listResult.Add(prefab);
                                    }
                                }
                            }
                            break;

                        case 1:
                            List<string> scenesToLoad = new List<string>();
                            existingComponents = new List<ComponentNames>();
                            prefabComponents = new List<ComponentNames>();
                            notUsedComponents = new List<ComponentNames>();
                            addedComponents = new List<ComponentNames>();
                            sceneComponents = new List<ComponentNames>();

                            if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
                            {
                                string projectPath = Application.dataPath;
                                projectPath = projectPath.Substring(0, projectPath.IndexOf("Assets"));

                                string[] allAssets = AssetDatabase.GetAllAssetPaths();

                                foreach (string asset in allAssets)
                                {
                                    int indexCS = asset.IndexOf(".cs");
                                    int indexJS = asset.IndexOf(".js");
                                    if (indexCS != -1 || indexJS != -1)
                                    {
                                        ComponentNames newComponent = new ComponentNames(NameFromPath(asset), "", asset);
                                        try
                                        {
                                            System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
                                            System.IO.StreamReader SR = new System.IO.StreamReader(FS);
                                            string line;
                                            while (!SR.EndOfStream)
                                            {
                                                line = SR.ReadLine();
                                                int index1 = line.IndexOf("namespace");
                                                int index2 = line.IndexOf("{");
                                                if (index1 != -1 && index2 != -1)
                                                {
                                                    line = line.Substring(index1 + 9);
                                                    index2 = line.IndexOf("{");
                                                    line = line.Substring(0, index2);
                                                    line = line.Replace(" ", "");
                                                    newComponent.namespaceName = line;
                                                }
                                            }
                                        }
                                        catch
                                        {
                                        }

                                        existingComponents.Add(newComponent);

                                        try
                                        {
                                            System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
                                            System.IO.StreamReader SR = new System.IO.StreamReader(FS);

                                            string line;
                                            int lineNum = 0;
                                            while (!SR.EndOfStream)
                                            {
                                                lineNum++;
                                                line = SR.ReadLine();
                                                int index = line.IndexOf("AddComponent");
                                                if (index != -1)
                                                {
                                                    line = line.Substring(index + 12);
                                                    if (line[0] == '(')
                                                    {
                                                        line = line.Substring(1, line.IndexOf(')') - 1);
                                                    }
                                                    else if (line[0] == '<')
                                                    {
                                                        line = line.Substring(1, line.IndexOf('>') - 1);
                                                    }
                                                    else
                                                    {
                                                        continue;
                                                    }
                                                    line = line.Replace(" ", "");
                                                    line = line.Replace("\"", "");
                                                    index = line.LastIndexOf('.');
                                                    ComponentNames newComp;
                                                    if (index == -1)
                                                    {
                                                        newComp = new ComponentNames(line, "", "");
                                                    }
                                                    else
                                                    {
                                                        newComp = new ComponentNames(line.Substring(index + 1, line.Length - (index + 1)), line.Substring(0, index), "");
                                                    }
                                                    string pName = asset + ", Line " + lineNum;
                                                    newComp.usageSource.Add(pName);
                                                    index = addedComponents.IndexOf(newComp);
                                                    if (index == -1)
                                                    {
                                                        addedComponents.Add(newComp);
                                                    }
                                                    else
                                                    {
                                                        if (!addedComponents[index].usageSource.Contains(pName)) addedComponents[index].usageSource.Add(pName);
                                                    }
                                                }
                                            }
                                        }
                                        catch
                                        {
                                        }
                                    }
                                    int indexPrefab = asset.IndexOf(".prefab");

                                    if (indexPrefab != -1)
                                    {
                                        string[] single = new string[] { asset };
                                        string[] dependencies = AssetDatabase.GetDependencies(single, recursionVal);
                                        foreach (string dependedAsset in dependencies)
                                        {
                                            if (dependedAsset.IndexOf(".cs") != -1 || dependedAsset.IndexOf(".js") != -1)
                                            {
                                                ComponentNames newComponent = new ComponentNames(NameFromPath(dependedAsset), GetNamespaceFromPath(dependedAsset), dependedAsset);
                                                int index = prefabComponents.IndexOf(newComponent);
                                                if (index == -1)
                                                {
                                                    newComponent.usageSource.Add(asset);
                                                    prefabComponents.Add(newComponent);
                                                }
                                                else
                                                {
                                                    if (!prefabComponents[index].usageSource.Contains(asset)) prefabComponents[index].usageSource.Add(asset);
                                                }
                                            }
                                        }
                                    }
                                    int indexUnity = asset.IndexOf(".unity");
                                    if (indexUnity != -1)
                                    {
                                        scenesToLoad.Add(asset);
                                    }
                                }

                                for (int i = addedComponents.Count - 1; i > -1; i--)
                                {
                                    addedComponents[i].assetPath = GetPathFromNames(addedComponents[i].namespaceName, addedComponents[i].componentName);
                                    if (addedComponents[i].assetPath == "") addedComponents.RemoveAt(i);
                                }

                                foreach (string scene in scenesToLoad)
                                {
                                    EditorSceneManager.OpenScene(scene);
                                    GameObject[] sceneGOs = GetAllObjectsInScene();
                                    foreach (GameObject g in sceneGOs)
                                    {
                                        Component[] comps = g.GetComponentsInChildren<Component>(true);
                                        foreach (Component c in comps)
                                        {
                                            if (c != null && c.GetType() != null && c.GetType().BaseType != null && c.GetType().BaseType == typeof(MonoBehaviour))
                                            {
                                                SerializedObject so = new SerializedObject(c);
                                                SerializedProperty p = so.FindProperty("m_Script");
                                                string path = AssetDatabase.GetAssetPath(p.objectReferenceValue);
                                                ComponentNames newComp = new ComponentNames(NameFromPath(path), GetNamespaceFromPath(path), path);
                                                newComp.usageSource.Add(scene);
                                                int index = sceneComponents.IndexOf(newComp);
                                                if (index == -1)
                                                {
                                                    sceneComponents.Add(newComp);
                                                }
                                                else
                                                {
                                                    if (!sceneComponents[index].usageSource.Contains(scene)) sceneComponents[index].usageSource.Add(scene);
                                                }
                                            }
                                        }
                                    }
                                }

                                foreach (ComponentNames c in existingComponents)
                                {
                                    if (addedComponents.Contains(c)) continue;
                                    if (prefabComponents.Contains(c)) continue;
                                    if (sceneComponents.Contains(c)) continue;
                                    notUsedComponents.Add(c);
                                }

                                addedComponents.Sort(SortAlphabetically);
                                prefabComponents.Sort(SortAlphabetically);
                                sceneComponents.Sort(SortAlphabetically);
                                notUsedComponents.Sort(SortAlphabetically);
                            }
                            break;
                    }
                }
                break;

            case 1:
                if (GUILayout.Button("Search!"))
                {
                    string[] allPrefabs = GetAllPrefabs();
                    listResult = new List<string>();
                    foreach (string prefab in allPrefabs)
                    {
                        UnityEngine.Object o = AssetDatabase.LoadMainAssetAtPath(prefab);
                        GameObject go;
                        try
                        {
                            go = (GameObject)o;
                            Component[] components = go.GetComponentsInChildren<Component>(true);
                            foreach (Component c in components)
                            {
                                if (c == null)
                                {
                                    listResult.Add(prefab);
                                }
                            }
                        }
                        catch
                        {
                            Debug.Log("For some reason, prefab " + prefab + " won't cast to GameObject");
                        }
                    }
                }
                break;
        }
        if (editorMode == 1 || selectedCheckType == 0)
        {
            if (listResult != null)
            {
                if (listResult.Count == 0)
                {
                    GUILayout.Label(editorMode == 0 ? (componentName == "" ? "Choose a component" : "No prefabs use component " + componentName) : ("No prefabs have missing components!\nClick Search to check again"));
                }
                else
                {
                    GUILayout.Label(editorMode == 0 ? ("The following " + listResult.Count + " prefabs use component " + componentName + ":") : ("The following prefabs have missing components:"));
                    scroll = GUILayout.BeginScrollView(scroll);
                    foreach (string s in listResult)
                    {
                        GUILayout.BeginHorizontal();
                        GUILayout.Label(s, GUILayout.Width(position.width / 2));
                        if (GUILayout.Button("Select", GUILayout.Width(position.width / 2 - 10)))
                        {
                            Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(s);
                        }
                        GUILayout.EndHorizontal();
                    }
                    GUILayout.EndScrollView();
                }
            }
        }
        else
        {
            showPrefabs = GUILayout.Toggle(showPrefabs, "Show prefab components");
            if (showPrefabs)
            {
                GUILayout.Label("The following components are attatched to prefabs:");
                DisplayResults(ref scroll1, ref prefabComponents);
            }
            showAdded = GUILayout.Toggle(showAdded, "Show AddComponent arguments");
            if (showAdded)
            {
                GUILayout.Label("The following components are AddComponent arguments:");
                DisplayResults(ref scroll2, ref addedComponents);
            }
            showScene = GUILayout.Toggle(showScene, "Show Scene-used components");
            if (showScene)
            {
                GUILayout.Label("The following components are used by scene objects:");
                DisplayResults(ref scroll3, ref sceneComponents);
            }
            showUnused = GUILayout.Toggle(showUnused, "Show Unused Components");
            if (showUnused)
            {
                GUILayout.Label("The following components are not used by prefabs, by AddComponent, OR in any scene:");
                DisplayResults(ref scroll4, ref notUsedComponents);
            }
        }
    }

    private int SortAlphabetically(ComponentNames a, ComponentNames b)
    {
        return a.assetPath.CompareTo(b.assetPath);
    }

    private GameObject[] GetAllObjectsInScene()
    {
        List<GameObject> objectsInScene = new List<GameObject>();
        GameObject[] allGOs = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));
        foreach (GameObject go in allGOs)
        {
            //if ( go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave )
            //    continue;

            string assetPath = AssetDatabase.GetAssetPath(go.transform.root.gameObject);
            if (!string.IsNullOrEmpty(assetPath))
                continue;

            objectsInScene.Add(go);
        }

        return objectsInScene.ToArray();
    }

    private void DisplayResults(ref Vector2 scroller, ref List<ComponentNames> list)
    {
        if (list == null) return;
        scroller = GUILayout.BeginScrollView(scroller);
        foreach (ComponentNames c in list)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label(c.assetPath, GUILayout.Width(position.width / 5 * 4));
            if (GUILayout.Button("Select", GUILayout.Width(position.width / 5 - 30)))
            {
                Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(c.assetPath);
            }
            GUILayout.EndHorizontal();
            if (c.usageSource.Count == 1)
            {
                GUILayout.Label("   In 1 Place: " + c.usageSource[0]);
            }
            if (c.usageSource.Count > 1)
            {
                GUILayout.Label("   In " + c.usageSource.Count + " Places: " + c.usageSource[0] + ", " + c.usageSource[1] + (c.usageSource.Count > 2 ? ", ..." : ""));
            }
        }
        GUILayout.EndScrollView();
    }

    private string NameFromPath(string s)
    {
        s = s.Substring(s.LastIndexOf('/') + 1);
        return s.Substring(0, s.Length - 3);
    }

    private string GetNamespaceFromPath(string path)
    {
        foreach (ComponentNames c in existingComponents)
        {
            if (c.assetPath == path)
            {
                return c.namespaceName;
            }
        }
        return "";
    }

    private string GetPathFromNames(string space, string name)
    {
        ComponentNames test = new ComponentNames(name, space, "");
        int index = existingComponents.IndexOf(test);
        if (index != -1)
        {
            return existingComponents[index].assetPath;
        }
        return "";
    }

    public static string[] GetAllPrefabs()
    {
        string[] temp = AssetDatabase.GetAllAssetPaths();
        List<string> result = new List<string>();
        foreach (string s in temp)
        {
            if (s.Contains(".prefab")) result.Add(s);
        }
        return result.ToArray();
    }
}